コード例 #1
0
 public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2,
                 Vector3 pivotInA, Vector3 pivotInB,
                 Vector3 axisInA, Vector3 axisInB,
                 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
 {
     m_world = world;
     m_body1 = obj1;
     m_body2 = obj2;
     m_constraint = new BulletConstraint(
                         BulletSimAPI.CreateHingeConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
                             pivotInA, pivotInB,
                             axisInA, axisInB,
                             useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
     m_enabled = true;
 }
コード例 #2
0
ファイル: BSConstraintHinge.cs プロジェクト: justasabc/wifi
 public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2,
                          Vector3 pivotInA, Vector3 pivotInB,
                          Vector3 axisInA, Vector3 axisInB,
                          bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
 {
     m_world      = world;
     m_body1      = obj1;
     m_body2      = obj2;
     m_constraint = new BulletConstraint(
         BulletSimAPI.CreateHingeConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
                                             pivotInA, pivotInB,
                                             axisInA, axisInB,
                                             useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
     m_enabled = true;
 }
コード例 #3
0
 // Create a btGeneric6DofConstraint
 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
                         Vector3 frame1, Quaternion frame1rot,
                         Vector3 frame2, Quaternion frame2rot,
                         bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
 {
     m_world      = world;
     m_body1      = obj1;
     m_body2      = obj2;
     m_constraint = new BulletConstraint(
         BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
                                            frame1, frame1rot,
                                            frame2, frame2rot,
                                            useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
     m_enabled = true;
     world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
                                  BSScene.DetailLogZero, world.worldID,
                                  obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString());
 }
コード例 #4
0
 // Create a btGeneric6DofConstraint
 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
                 Vector3 frame1, Quaternion frame1rot,
                 Vector3 frame2, Quaternion frame2rot,
                 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
 {
     m_world = world;
     m_body1 = obj1;
     m_body2 = obj2;
     m_constraint = new BulletConstraint(
                         BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
                             frame1, frame1rot,
                             frame2, frame2rot,
                             useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
     m_enabled = true;
     world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
                         BSScene.DetailLogZero, world.worldID,
                         obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString());
 }
コード例 #5
0
 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
                         Vector3 joinPoint,
                         bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
 {
     m_world = world;
     m_body1 = obj1;
     m_body2 = obj2;
     if (!obj1.HasPhysicalBody || !obj2.HasPhysicalBody)
     {
         world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
                                      BSScene.DetailLogZero, world.worldID,
                                      obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString());
         world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
                                               LogHeader, world.worldID, obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString());
         m_enabled = false;
     }
     else
     {
         m_constraint = new BulletConstraint(
             BulletSimAPI.Create6DofConstraintToPoint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
                                                       joinPoint,
                                                       useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
         world.physicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
                                      BSScene.DetailLogZero, world.worldID, m_constraint.ptr.ToString(),
                                      obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString());
         if (!m_constraint.HasPhysicalConstraint)
         {
             world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}",
                                                   LogHeader, obj1.ID, obj2.ID);
             m_enabled = false;
         }
         else
         {
             m_enabled = true;
         }
     }
 }
コード例 #6
0
 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
                 Vector3 joinPoint,
                 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
 {
     m_world = world;
     m_body1 = obj1;
     m_body2 = obj2;
     if (!obj1.HasPhysicalBody || !obj2.HasPhysicalBody)
     {
         world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
                         BSScene.DetailLogZero, world.worldID,
                         obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString());
         world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
                         LogHeader, world.worldID, obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString());
         m_enabled = false;
     }
     else
     {
         m_constraint = new BulletConstraint(
                             BulletSimAPI.Create6DofConstraintToPoint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
                                 joinPoint,
                                 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
         world.physicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
                             BSScene.DetailLogZero, world.worldID, m_constraint.ptr.ToString(),
                             obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString());
         if (!m_constraint.HasPhysicalConstraint)
         {
             world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}",
                             LogHeader, obj1.ID, obj2.ID);
             m_enabled = false;
         }
         else
         {
             m_enabled = true;
         }
     }
 }